(This is gonna be a long one 💀, tldr at the bottom tho it doesn't give the full context)
I have been told directly that the autoshotgun's strength in the hands of attackers is a balance decision to counterweigh its strength on defence. This same concept is seen in many other areas, like the mawp & sabr, frag grenades, KRs, Ingmar, clackers and most of all the torch. In some cases it is simply losing the weapon/item, in other cases it's giving it to the opponent.
Using the strength of these weapons/items in the hands of the opponent, or the impact they have in future rounds if you win and keep them, as a balancing aspect is leading to one side being able to snowball off the back of winning round 1 of a set. I fear this emphasis on round 1 is soon going to lead teams to gamble further on winning round 1, and cause more games to be heavily one-sided in score.
The idea on paper sounds great, you have a limited supply of tools and you need to spread them out over the 3 rounds. Some of these tools are especially powerful, but if you lose them / give them to the opposing team it can be devastating.
That is a fun concept but I think it is, or at least is going to, lead to unhealthy gameplay.
The reality is, this game is severely punishing on mistakes. Small things in a round can have a huge impact. And to make mistakes even more punishing, there are only 3 rounds per set. Ending a half 5-1 or 4-2 makes it a serious uphill battle going into the next half, especially considering that some maps are heavily one-sided. If the last round of the set is heavily defender sided, and the winning team is on defence, they have the chance to win the game before the losing team even gets their chance on that one-sided map.


